Everything about The Cognitive Walkthrough totally explained
The
Cognitive walkthrough method is a
usability inspection method used to identify
usability issues in a piece of software or web site, focusing on how easy it's for new users to accomplish tasks with the system. The method is rooted in the notion that users typically prefer to learn a system by using it to accomplish tasks, rather than, for example, studying a manual. The method is prized for its ability to generate results quickly with low cost, especially when compared to
usability testing, as well as the ability to apply the method early in the design phases, before coding has even begun.
Introduction
A cognitive walkthrough starts with a
task analysis that specifies the sequence of steps or actions required by a user to accomplish a task, and the system responses to those actions. The designers and developers of the software then walkthrough the steps as a group, asking themselves a set of questions at each step. Data is gathered during the walkthrough, and afterwards a report of potential issues is compiled. Finally the software is redesigned to address the issues identified.
The effectiveness of methods such as cognitive walkthroughs is hard to measure in applied settings, as there's very limited opportunity for controlled experiments while developing software. Typically measurements involve comparing the number of usability problems found by applying different methods. However, Gray & Salzman called into question the validity of those studies in their dramatic 1998 paper "Damaged Merchandise", demonstrating how very difficult it's to measure the effectiveness of
usability inspection methods. However, the consensus in the usability community is that the cognitive walkthrough method works well in a variety of settings and applications.
Walking through the tasks
After the task analysis has been made the participants perform the walkthrough by asking themselves a set of questions for each subtask. Typically four questions are asked:
- Will the user try to achieve the effect that the subtask has? Does the user understand that this subtask is needed to reach the user's goal?
- Will the user notice that the correct action is available? E.g. is the button visible?
- Will the user understand that the wanted subtask can be achieved by the action? E.g. the right button is visible but the user doesn't understand the text and will therefore not click on it.
- Does the user get feedback? Will the user know that he's done the right thing after performing the action?
By answering the questions for each subtask usability problems will be noticed.
History
The method was developed in the early nineties by Wharton, et al, and reached a large usability audience when it was published as a chapter in
Jakob Nielsen's seminal book on usability, "Usability Inspection Methods." The Wharton, et al method required asking four questions at each step, along with extensive documentation of the analysis. In 2000 there was a resurgence in interest in the method in response to a CHI paper by Spencer who described modifications to the method to make it effective in a real software development setting. Spencer's streamlined method required asking only two questions at each step, and involved creating less documentation. Spencer's paper followed the example set by Rowley, et al who described the modifications to the method that they made based on their experience applying the methods in their 1992 CHI paper "The Cognitive Jogthrough".
Further Information
Get more info on 'Cognitive Walkthrough'.
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